Roland
I don't know if im allowed to ask about the animations.
But if so, here goes, If not then can you move it to the dreams.
To add simple unpredictability.
Is it possible, if animations are being adjusted, to first remove just the
death animation and sound, while you retain the kinetic ragdoll and the knock down
animations. Increase the knockdown probability. Remap the bones damage
percentage, while retaining the dismemberment. IE: critcal, nominal, incidental.
Keep the randomized time for getting up, and remove the death xp notification,
"just for deaths".
A player would still receive XP but not as a popup. Presently
majority of the time the second knock down accompanied with a death animation and
sound even if decapitated is a constant. Last subtraction is to remove the mouseover
screen notification for the body the one that says corpse I think. Just exhibit model
name or noting at all.
This would make a major part of the game simply unpredictable. The only real
guarantee of inactivity is decapitation.
No matter if you play run and gun, roleplay, or casual player, all Z designated
entities especially POI sleepers are a renewed threat. The body removal time is
approx 30-60 seconds. If getup time is randomized up to the max time, and a
random proximity variable is added to a knocked down Z, any player would have to
really clear an area.
It would not make them bullet sponges, just make the necessity
for accuracy more relevant. Yet retain all of the Ai interativity of vanilla.
Looking at the pictures with the corpses on the ground you would never know if they
are props, the dead undead, or undead undead waiting to pounce.
4Sheetz from the back seetz